Jump to content

Eagle2

Members
  • Posts

    141
  • Joined

  • Last visited

Everything posted by Eagle2

  1. Wow, absolutely gorgeous. I wasn't too impressed with the bocage combat at first, but its grown on me a bit. It seems that the advantage goes to the attacker though as its almost impossible to have a defense in depth supporting the front lines.
  2. Glad to see you've released a new mission. I'll DL it very very shortly and give you some feedback.
  3. Alright, sorry for the long delay, I've been busy as hell at work. I stuck to my plan of attack I used in the first mission and it turned out much hader than in the first draft. The added RPG's really put my on my toes after two close calls with my strykers. Taking the meeting place was pretty easy, but are there red reinforcements that come into the building? I had a recon team occupying the building and after being in there for a few minutes 3 or 4 teams of insurgents just popped up out of nowhere. Luckily I only took one casualty but it just seemed really random. The assualt of the town went well but 2 strykers got hit by RPG's as they were supporting the attack on the town. They were both knocked out but with no casualties. A sniper on the big hill took out one of the Stryker gunners from the same platoon, severely reducing their combat efficiency. I managed to take the weapons cache this time before they surrendered after a fierce firefight. I ended up losing 2 Strykers, 2 KIA, and 4 WIA. Really fun little scenario, much more balanced this time around. If you ever need any more playtesters for SF or BN just send me a PM, you seem to have a knack for fun little scenarios.
  4. Just started playing using the same tactics I used in the last playthrough in order to maintain consistency. I 'm starting my attack on the meeting place with just 1 recon plt and so far its been quite a bit harder. I've already had one close call with an RPG that hit the mk 19 of an unbuttoned stryker but luckily no one was injured. One bug I noticed is there is a clear the road pt 2 thats all the way on the bluefor side. I'll post more when I finish this playthrough.
  5. Excellent, thanks for the quick update. I'm DL'ing it now. No ETA on its complete date, but it shouldn't be more than a week
  6. Just got done playtesting today and it was a fun little battle. I kept my 1st recon plt together and moved on toward the meeting spot. After cresting a ridge I saw the bunkers on the hille and killed them and the technical quickly with the strykers and used the 81mm mortars for the first (and last) time in the mission. I awaited reinforcements and moved the second recon plt to support the firsts attack on the meeting point and i took it quite easily as the redfor opened up briefly before being silenced by 2 platoons of strykers. At the same time, the LI plt moved up the less travelled road and set up positions on the treeline before moving up with the Abrams. Pushing up through the town I brought the 2nd recon plt on the left of the town across the open field and engaged the enemy from the flank. I took my first (and only casualty) running across into the buildings before the supply depot. The Syrians ended up surrendering before the assualt plt even arrived. Overall I had alot of fun but I feel it was a bit too easy. The map was excellent and I enjoyed the Blue sides force with a few exceptions; 1: The assault platoon was a bit unnecessary in my opinion, 2: There were like 4 FOO/JTAC units on the map. That seems like too much considering the limited amount of support. I found the VC for blue to be a bit too easy. It took almost nothing to "clear" the road and it was worth a hefty 200 pts. The weapons cache was a bit harder but the Syrians had surrendered before I even got there. (Well, there were only 5 enemy left so I don't blame them) You could add an enemy counterattack from the hill to the meeting place, or even add a few more units further up from the objective. This was a really fun scenario and I had a blast playing it. If it was a little more challenging it would be better, but I loved the theme/style of the mission. I hope my little spiel helps improve and if you come out with a updated version I'd love to playtest it again.
  7. DLing it now, I'll get back to you in a few days after I've tested it
  8. Have you ever played CMSF? There are some truly fantastic scenarios out there that are WAY more challenging than most CMX1 scenarios, especially when playing SP. The "dynamic" AI in CMX1 was more like, "rush to the flags and blow the hell out of anything in the way." I do wish the AI was a bit more reactive but with a good scenario design (and there are quite alot of them) the missions are alot better. Of course you aren't going to care about what anyone says anyway, so you're kind of pointless to talk to anyway.
  9. Ahh, thanks for the clarification. Its too bad really, but I'd rather have a good game than a pretty one.
  10. I'm reading the Norman Conquest AAR posted in the announcements and in the picture of the m8 getting knocked out and the crew jumping out the crewman on the left has what looks like blood on him. Was this edited or is blood now apart of the game?
  11. What forces do you have at hand? Is it a Bradley, Stryker, or LI force?
  12. In anticipation for CM:BN I've switched playing Blue-Red to Red-Red. I've been playing the excellent WARLORD scenarion in which a sf company attacks a group of rebels at a farmhouse and small compound. Its a great scenario, and very reminiscent of a WW2 scenario. Heres a link to the mission http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1017 Are there any other good Red v Red missions out there? I've played (and loved) Road to Dinas to death and I'm looking for something different.
  13. AKD means that armor shells, general shells, and personnel shells are all drawn under the same pool. There isn't a set amount of armor rounds specifically, but instead a pool of, say 60 rounds available to be used however the player wants, minus smoke. In regards to the mix of shot, personnel is all airburst, general is all HE, and armor penetrates structures and tanks.
  14. I'm playing the NATO Atlantic Games scenario and I've noticed that the platoon level HQ team (Not the PL) has no rank and both the commander and the RTO are carrying m4's and not the C7. Has this already been addressed or is this the first time its been brought up?
  15. What scenario are you talking about? I've never heard of this Pooh mission, is it in the repository?
  16. Wow, this is one of my favorite campaigns period! I hope its not long before you release the other two! SPOILER I have never seen a VBIED used effectively before, so it was quite a shock when I saw one zipping towards my BMP in mission two. Keep up the good work!
  17. I don't mind shooting a Lee-Enfield, but I'm not a big fan on the, "cock on closing" system. I much prefer the Mauser, "cock on opening" system better.
  18. No, did try to take some pics of it but prntscr didn't work and I didn't want to dl fraps or a similar service. I think it was pretty amazing that it happened though considering that sometimes even an abrams can't knock them out with one hit.
  19. I've been playing the original Hammertime scenario and I'm currently assaulting the the town. SPOILER ALERT!!! My infantry squad rushed around a corner to find an enemy T-72M1V TURMS-T around the corner. Playing WeGo, I knew I was about to watch my poor squad die at the hands of the evil Syrian tank. But wait! The veteran SSGT Haskel orders his men to hit the tank with SMOKE grenades!!! This effectively blinded the enemy tank and the remaining men ran to cover, but not before a soldier threw a HAND GRENADE that effectively destroyed the enemy tank. First off, I'd like to comment on how smart the TACAI can be. It was incredible to watch them do this. Second, how in the hell did that tank get destroyed with a hand grenade? The didn't panic and leave, the tank itself was knocked out. Anyway, just wanted to share this little tidbit with everyone to share in my excitement.
  20. It is a very excellent map. I've started the German version, but I fear my lack of understanding for the capabilities of their forces somewhat limits my success. I DL'ed the original version last night and I've never systematically destroyed so many farms and hamlets in my life. I'm usually pretty conservative with my arty assets and only target know enemy positions, but I've pretty much thrown all of that in the wind on this one. I've made it to the second PL and am about to assault the town. Here's to my soldiers success.
  21. It sounds to me like when your Abrams shot the enemy tanks the resulting explosion caused the casualties. This is just my guess though, its easier to determine if there was a screenshot or savefile.
  22. Yessir, I've been here for about a mounth as a PL for the 5th Engineers. I just tried another QB with t-90's and I tried to take everyone's advice into consideration. I found that spreading out my tanks worked better than bunching them up. I still seemed to have an issue of spotting enemy armor such as Bradleys and Abrams though. Perhaps my assumption that it was random bad luck is wrong. Anyway, thanks everyone for their responses it seemed to has helped a lot. I think I'll enjoy playing as the Syrians a bit more now that I've experimented with different tactics regarding them.
  23. I usually use Armor actually. Artillery is pretty ineffective at destroying infantry in buildings with the 1.31 patch. If you dig around there's a really good post full of tests on the effectiveness of artillery on buildings. And here it is http://www.battlefront.com/community/showthread.php?t=94051
  24. I just played a QB with a force of 1 PLT t-90, regular crew vs 1 US Engineer platoon and 1 US Mech Inf platoon mounted on bradleys with clear skies at dusk. I've never fiddled around with a t-90 and wrongly assumed that they were more the less equivalent to low quality BLUEFOR tanks. Well my poor tankers paid dearly for this overconfidence and I lost 2/3 of my tanks while destroying 6 Bradleys. This brings up a few questions. 1) My T-90's didn't seem able to pick up the bradleys as quick as they themselves were spotted by the bradleys. To my understanding this fictional export variant is equipped with very decent night vision optics. The terrain was fairly flat and my t-90's were partial hull down with good LOS on the approach avenue's of the Bradleys. Is my thought that the T-90's night vision optics are pretty dang good wrong? Or was it perhaps just bad luck on my part? 2) Since I don't often play as the Syrians I'm curious to see how other players use the T-90. I tried keeping them in cover with good LOS, and while it partially worked it didn't work as well as I anticipated. It didn't help that there were no boots on the ground spotting enemy targets for me, but I thought my positions were good enough to find and destroy the enemy without exposing myself to much. Thanks in advance
×
×
  • Create New...